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The group dungeon exodus continues...

ascottk
ascottk
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I normally start pledges with a random vet dungeon to get the Undaunted rewards & last night was no exception. SOME SPOILER ALERTS AHEAD

I cue up the random vet dungeon with my DK tank (fresh out of retirement) and I land on one the first bosses of Bloodroot Forge... yeah... (can't start a dungeon from the beginning!). I have no experience with the new DLC dungeons so I have a large learning curve. Luckily the healer has experience with some of the dungeon (or read walk-throughs) so he talks to the group about what to expect with Stoneheart. It took quite a few tries but we got him.

Next was Galchobhar. Ugh. After a few tries the healer & I switched toons & the roles we were in so I ended up on my magplar healer & he had his 60 HP tank. We were extremely persistent & so were the DDs. After a lot of tries we got the boss down to 40k HP (I thought we were going to do it!) but we all died at that moment. So a few more tries just hopping back & forth on the stones & focusing on adds when they came up then things got really buggy for me! Apparently I wasn't standing where I thought I was:

BUGS! After I respawned a few times I kept dying right off the bat & apparently I was standing IN THE LAVA NEAR THE ISLAND but on my screen I was safely ON THE ISLAND. The tank who was the original healer kept telling me where to stand but if my coordinates were off, in some weird instancing twilight zone, it didn't matter where I stood.

So apparently that resolved itself but when the boss AOE'ed the island I died EVEN WHEN I WAS SAFELY ON A SURROUNDING ROCK. That too resolved itself & I tried the "/reloadui" command so maybe that helped.


In the end, though, we gave up & the tank's final straw was looking for a stone next to the island but none were to be found in his location. IMHO they should have left the surrounding rocks alone! Like we had enough to worry about without having to find safe rocks that kept disappearing & respawning...
The nerf to intelligent internet discussion still hasn't been resolved.

The problem with above average intelligence is that you're treading a sea of idiots.
  • Phinix1
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    I wish they would add more raids instead of making DLC 4-mans mini-raid difficult.

    Or give us a "queue for random non-DLC" option in the finder so we can finish our daily pledge without having to be a rich kid with 10 hours a day to play.

    Honestly if I don't have 3 hours to play AFTER the random group finally forms, if it is one of the DLC dungeons, I just log out for the night.
  • ComboBreaker88
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    That's part of the dungeon mechanics. I actually really enjoyed the new dungeons and hope they continue to make harder content. It's a dungeon dlc. Those dungeons should always be harder.
  • Tannus15
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    the new dungeons are great, but shouldn't be in the normal random or vet random.

    they are very hard and unforgiving. I shudder at the thought of doing them with a pug.
  • ascottk
    ascottk
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    That's part of the dungeon mechanics. I actually really enjoyed the new dungeons and hope they continue to make harder content. It's a dungeon dlc. Those dungeons should always be harder.

    Aside from that twilight zone instancing bug I can appreciate a good challenge. Non-DLC vet dungeons have become really easy (except with inexperienced pug groups) especially after spending more time in DLC dungeons. Although I wouldn't choose to play some DLC dungeons after bad experiences lol
    Tannus15 wrote: »
    the new dungeons are great, but shouldn't be in the normal random or vet random.

    they are very hard and unforgiving. I shudder at the thought of doing them with a pug.

    I agree with random vet but not normal random. I know some pug groups have a hard time in normal mode DLC dungeons but they should still be available. I see the normal modes of any dungeon to be a learning opportunity & a test of a build & a player's skill.
    The nerf to intelligent internet discussion still hasn't been resolved.

    The problem with above average intelligence is that you're treading a sea of idiots.
  • jaws343
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    I ran the forge with a PUG the other day on my sorc and ended up having to solo the island boss because I couldnt get anyone up without dying. Part of the fun of randoms.
  • disintegr8
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    I refuse to do vet random dungeons using group finder while the DLC dungeons are included in the 'dungeon pool' - not worth the time, effort and headache.

    Even if I want to do the undaunted daily in vet, I will pick and choose which dungeons I am prepared to enter using group finder. COA2 and Blackheart Haven are simply no go zones for me with vet PUGs - I don't have the patience for them.
    Australian on PS4 NA server.
    Everyone's entitled to an opinion.
  • sevomd69
    sevomd69
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    Pugging that last boss on vFH with no comms would be awful...
  • sevomd69
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    disintegr8 wrote: »
    I refuse to do vet random dungeons using group finder while the DLC dungeons are included in the 'dungeon pool' - not worth the time, effort and headache.

    Even if I want to do the undaunted daily in vet, I will pick and choose which dungeons I am prepared to enter using group finder. COA2 and Blackheart Haven are simply no go zones for me with vet PUGs - I don't have the patience for them.

    You can cheese the last boss in Blackheart and just burn him in the corner with no adds...
  • Cryptical
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    ascottk wrote: »
    I normally start pledges with a random vet dungeon to get the Undaunted rewards & last night was no exception. SOME SPOILER ALERTS AHEAD

    I cue up the random vet dungeon with my DK tank (fresh out of retirement) and I land on one the first bosses of Bloodroot Forge... yeah... (can't start a dungeon from the beginning!). I have no experience with the new DLC dungeons so I have a large learning curve. Luckily the healer has experience with some of the dungeon (or read walk-throughs) so he talks to the group about what to expect with Stoneheart. It took quite a few tries but we got him.

    Next was Galchobhar. Ugh. After a few tries the healer & I switched toons & the roles we were in so I ended up on my magplar healer & he had his 60 HP tank. We were extremely persistent & so were the DDs. After a lot of tries we got the boss down to 40k HP (I thought we were going to do it!) but we all died at that moment. So a few more tries just hopping back & forth on the stones & focusing on adds when they came up then things got really buggy for me! Apparently I wasn't standing where I thought I was:

    BUGS! After I respawned a few times I kept dying right off the bat & apparently I was standing IN THE LAVA NEAR THE ISLAND but on my screen I was safely ON THE ISLAND. The tank who was the original healer kept telling me where to stand but if my coordinates were off, in some weird instancing twilight zone, it didn't matter where I stood.

    So apparently that resolved itself but when the boss AOE'ed the island I died EVEN WHEN I WAS SAFELY ON A SURROUNDING ROCK. That too resolved itself & I tried the "/reloadui" command so maybe that helped.


    In the end, though, we gave up & the tank's final straw was looking for a stone next to the island but none were to be found in his location. IMHO they should have left the surrounding rocks alone! Like we had enough to worry about without having to find safe rocks that kept disappearing & respawning...

    The rocks were not disappearing and respawning. The rocks melt in the lava, and then after a small time a new rock will fall from the ceiling.

    During the "throwing his weapon" aoe, the red circle of death does stretch a bit into the lava. If you were on a rock that is a bit closer to the island, and you were on the near-island side of that rock, then you just might have been close enough to get caught in that aoe.

    It was a rough fight, but in both of the new dungeons people need to realize - the application of dps to the boss absolutely must take second place to the task of following the mechanics. People cannot let their fingers run on autopilot and expect their uber-awesome 40k dps to carry them through. It does not matter that dps may be in the middle of a rotation, the instant that 'throwing his weapon' text appears on the screen the attack must be broken off and seek shelter. It gives enough time for a tank to run across over half the island toward a rock, if the tank doesn't stand around watching the angry cow build up his swing.

    These mechanics are like flying a spaceship through a big structure chasing enemies. You MUST avoid running into a sudden wall sticking out or flying too wide around a curve. Nobody complains when those mechanics are unforgiving, because it's obvious that fancy flying is a higher priority than shooting the enemy. Bloodroot and Falkreath are like that - unforgiving mechanics.
    Xbox NA
  • ascottk
    ascottk
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    I wish the indicators were more accurate. A lot of times I think I'm safely out of an AoE I get nailed by it. But many times in bloodroot I'd be at a safe distance consistently & there were those moments where I wasn't no matter what. As I said, though, my instance was bugging out & nothing I could do about it.
    Cryptical wrote: »
    The rocks were not disappearing and respawning. The rocks melt in the lava, and then after a small time a new rock will fall from the ceiling.

    Same difference :p

    The nerf to intelligent internet discussion still hasn't been resolved.

    The problem with above average intelligence is that you're treading a sea of idiots.
  • Aquanova
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    I've been experiencing the same thing you've experienced OP. The game constantly has problems knowing where my character is.

    For example, my merchant. If she was already summoned and I run up to her, she runs to where i just was and disappears. This can happen several times before she stays put.

    Synergies are another example and from what I've read on the forums a lot of players are having this problem.

    The most frustrating I've had so far was when I was tanking the General Assembly and my pierce armor would be greyed out even though I'm standing right next to the darn thing and i have to move around (sometimes into the poison behind him) to get it to work.

    This bugs been around for awhile now introduced with one of updates. I'm not sure which one, but I'm sure it was introduced with an update.
    NA/PC
  • Cryptical
    Cryptical
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    ascottk wrote: »
    I wish the indicators were more accurate. A lot of times I think I'm safely out of an AoE I get nailed by it. But many times in bloodroot I'd be at a safe distance consistently & there were those moments where I wasn't no matter what. As I said, though, my instance was bugging out & nothing I could do about it.
    Cryptical wrote: »
    The rocks were not disappearing and respawning. The rocks melt in the lava, and then after a small time a new rock will fall from the ceiling.

    Same difference :p

    Actually, not the same difference. If you jump on a melting rock to escape the thrown weapon aoe, the rock under you visibly turns a brighter orange before being completely melted, giving you time to jump to a safe rock.

    Bloodroot introduces all of these mechanics to the players before they become crucial to watch. From the first trash mob that introduces you to how that poison has teeth, to the second trash mob that shows you that you must pay attention to the nirnblood bear because of the lunge, and so on. The devs showed us that rocks melt from the earlier hops across the lava, and that rocks fall from above also. Just like Falkreath shows us about purifying the draugr before it has to be done under pressure during the boss.

    People just jumping in yolo / leeeeeeroy jenkins without paying attention during the rest of the dungeon, and then not catching on that rocks turn bright orange before they completely melt....
    Xbox NA
  • Sordidfairytale
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    You weren't dying to mechanics, you seemed to be dying to lag. And that positioning lag/bug seems to be more common recently.

    Logging out seems to be the only way I've seen people able to fix it.
    The Vegemite Knight
  • ascottk
    ascottk
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    Cryptical wrote: »
    Actually, not the same difference. If you jump on a melting rock to escape the thrown weapon aoe, the rock under you visibly turns a brighter orange before being completely melted, giving you time to jump to a safe rock.

    Bloodroot introduces all of these mechanics to the players before they become crucial to watch. From the first trash mob that introduces you to how that poison has teeth, to the second trash mob that shows you that you must pay attention to the nirnblood bear because of the lunge, and so on. The devs showed us that rocks melt from the earlier hops across the lava, and that rocks fall from above also. Just like Falkreath shows us about purifying the draugr before it has to be done under pressure during the boss.

    People just jumping in yolo / leeeeeeroy jenkins without paying attention during the rest of the dungeon, and then not catching on that rocks turn bright orange before they completely melt....

    If you want to get *** about it... technically there is no difference & I'm quite aware of the melting rocks since I spent so much time there. As far as mechanics go, well.... duh. Mechanics clues are usually in the DLCs but hard to miss if you're not observant or can't put the clues together (like the spice you carry from the mudcrab section of Mazzatun, brief but necessary for the fight with Xal-nur)
    The nerf to intelligent internet discussion still hasn't been resolved.

    The problem with above average intelligence is that you're treading a sea of idiots.
  • Wing
    Wing
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    if there was one DLC type I had to cut out of my ESO pluse sub it would be every 4 man dungeon they have added.

    with all the moaning to make the game harder they decided that jacking up the difficulty on any 4 man dungeon they come up with was they way to go.

    I play with a set group of people, they will never be able to do the vet versions of the new content even if I can. we all know this and its simply something we accept and move on. it just sucks to miss out on stuff, let alone stuff we paid for.
    ESO player since beta.
    game got too disappointing.
  • ArchMikem
    ArchMikem
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    So many people say the difficulty of these Dungeons need to get harder, but these Mechanics are getting out of hand. This is a video game it's supposed to be FUN. Not a single word of the OP's experience sounded remotely fun.

    It honestly feels like the majority of Gamers have lost the original intention of what a Game is supposed to be. I don't turn on my Xbox to go through a grueling torture challenge and come out with high blood pressure and the onset of a Stroke.
    CP2,100 Master Explorer - AvA Two Star Warlord - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
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